CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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On this page
  • Dictionary: choiceData: SaveChoice.cs and ShowChoice.cs scripts
  • SaveChoice.cs
  • SaveChoice.cs - Attach to each child Button
  • Optional: ShowChoice Panel with ShowChoice.cs

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  1. Overview: Branching Logic
  2. Dictionary: choiceData
  3. SaveChoice, ChoicePanel

choiceData - examples

PreviousSaveChoice, ChoicePanelNextDictionary Value to Disable Options

Last updated 4 years ago

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Make sure to update , so it includes new code added for choiceData Dictionary<string, string>

Dictionary: choiceData: SaveChoice.cs and ShowChoice.cs scripts

To demonstrate a simple example of using a C# Dictionary for storing and accessing user choice data, consider the following example.

SaveChoice Example uses UI-Buttons and uses 1 panel to contain all gameObjects. This version uses a Vertical Layout Group for the Panel that holds the Buttons This may be easier to use and modify.

Required components for Panel: Hide_Show_Panel.cs and Canvas-Group Both panels should have Canvas-Group Components, and The Script attached. ( if you haven't created Hide_Show_Panel script, it will be downloaded with the package) The Hide_Show_Panel script gives options in the inspector for any panel with a CanvasGroup that allows for easy configuration of having a panel opened or closed by a button, when this script is added to a panel, it will be hidden on start by default.

Scripts: Both examples use 2 new scripts: SaveChoice.cs, and ShowChoice.cs and includes changes to GameData, if you download this package, it will overwrite your GameData and update it to

SaveChoice.cs

The general idea is that we'd like a simple script that can be attached to any Button so that clicking the Button will update the database for the key,value pair associated with the Button.

Button onClick.AddListener( ) In addition to storing the SaveChoice key,value pair we can also configure these buttons to open panels, trigger dialog, to implement our conditional branching narrative structure. This will be covered in the section:

SaveChoice.cs - Attach to each child Button

Set the Key, Value pair for the SaveChoice Component

The script below is attached to a Button, and has code to be executed when the Button is clicked, so first we have to find the Button Component in Start, this is a bit of a work-around. When one of the Buttons is clicked, it updated the Dictionary in GameData.

Then it finds it's parent and gets the CanvasGroup of the parent and hides the entire panel.

The SaveChoice script can also function as a way to trigger opening DialogManager if there's an attached Conversation on the script.

using System.Collections;
using System.Collections.Generic;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class SaveChoice : MonoBehaviour
{
    //set in inspector for each Button

    [SerializeField]
    ConversationList nextConversation; //if next conversation exists

    [SerializeField]
    DialogManager dialogManager; //if next conversation exists, set dialogManager

    [SerializeField]
    CanvasGroup nextPanelToOpen; //if not using dialogManager or nextConversatoin

    [SerializeField]
    public List<KeyValuePair> choiceList; //a list of dictionary key-value pairs to be set when the button is clicked

    Button thisItem;
    // Start is called before the first frame update
    private void Start()
    {
        thisItem = GetComponent<Button>();
        thisItem.onClick.AddListener(OnChoiceSelected);
    }

    public void OnChoiceSelected()
    {
        //loop through list of keyValuePairs, Save key,value pair to GameData dictionary: choiceData
        foreach (KeyValuePair keyValuePair in choiceList)
        {
            //if special gameState - type value
                 GameData.instanceRef.SaveChoice(keyValuePair.key, keyValuePair.value); //don't use improveState value
       
            Debug.Log("Saved Key " + keyValuePair.key + " Saved Value " + GameData.instanceRef.GetChoice(keyValuePair.key));  //pull from stored value
        }

        thisItem.Select(); //show Button selected Image

        //Find Parent Panel and hide
        GameObject parentGameObject = this.transform.parent.gameObject; //find parent
        if (parentGameObject != null)
        {
            CanvasGroup parentCG = parentGameObject.GetComponent<CanvasGroup>();
            if (parentCG != null)
            {
                Utility.HideCG(parentCG); //hide the parent choice panel
            }
        }
        //either set dialogManager with nextConversation
        if (nextConversation != null && dialogManager != null) //NextPanel will be dialogManager
        {
            dialogManager.TriggeredDialog(nextConversation); //
        }
        else if (nextPanelToOpen != null)//or show panel nextPanelToOpenindicated 
        {
            Utility.ShowCG(nextPanelToOpen); //on to open next panel specified on parent
        }
    }

}//end class

Optional: ShowChoice Panel with ShowChoice.cs

Displays the Dictionary value for the specified key

The inspector below shows that the ShowChoice Script allows the Dictionary key to be specified. This panel is hidden at start, and opens when a choiceButton has been selected.

This script can be attached to a Panel that has a CanvasGroup and a child Text element. If you add the Hide_Show_Panel.cs script to the ShowChoice panel, then it'll be hidden when the scene starts.

using System.Collections;
using System.Collections.Generic;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ShowChoice : MonoBehaviour
{
    public string key;
    public Text showText; //populate in inspector
    
    public void UpdateDisplay()
    {
        string value = GameData.instanceRef.GetChoice(key);
        showText.text = value;
        Debug.Log("show choice " + value);
    }
}

GameData to Version 3
Hide_Show_Panel
GameData Version3
Configure UI-Button Listeners